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Blade RunnerBy: The J Man
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Ridley Scott's Blade Runner gets a lot of terms thrown around regarding it, like "cult classic," "masterpiece," etc. It's also quite a moody piece that questions morality and humanity throughout. They're interesting ideas to fold into a game, in addition to the fantastic visual style of the film, but unfortunately they don't all make it in quite the way that Westwood intended. The plot of Blade Runner is the stuff of classic sci-fi. Humans have created intergalactic slave labourers named "Replicants;" literally artificial organic robots that look exactly like everyone else, and just happen to be stronger, more agile, and potentially more intelligent than their creators. As a failsafe, they are given a hardcoded four-year lifespan. The Replicants, created to be in their twenties, are also quite emotionally and empathetically retarded - a fact which, other than autopsy, is their only real method of detection. Due to a few violent space-mutinies, Replicants are deemed dangerous and illegal on Earth, and special detectives called Blade Runners (which means nothing except to sound cool) are tasked with finding and eliminating these dangerous rogues. But are they really dangerous? Is it government-sanctioned murder? Is wanting to live a crime? Will you care? You play as McCoy, a rookie Blade Runner who gets his first case in the opening moments of the game. From there, you'll wind around the dystopian cityscape of a near-future Los Angeles, looking for clues and looking for Reps. The game also plays parallel to the events in the film, often a little too parallel (more on that later), which allows you to visit locations and characters from the film. You can even spot Harry Ford off in the distance performing his own investigation from a scene in the movie. No, seriously.
One of the biggest draws of Blade Runner for me personally was the idea of dangerous enemies who are almost indistinguishable from regular people, whom you can't act on until you are sure they are indeed a Replicant. And if you're wrong and shoot a human, the game is over. That's a great license for dramatic tension, and early previews of the game promised that in each game, every character would randomly be a Replicant or not, and the clues would be modified to reflect this. Every game would literally be different than the last. This never came to fruition for obvious reasons - for the plot to advance, some characters have to be Replicants. There are a couple of characters for whom Replicant status really doesn't matter, but these do not appear to be randomized as promised. In these cases, how good a detective you are literally decides their fate. If you find the standard clues, they're a Replicant. If you're sharp enough to find the "big secret clue," then they're not a Replicant. This even extends to your character in expected ways - if you let the Replicants go, clearly you are one yourself, and the game gives you an appropriate ending out of combinations of a few other key choices you've made along the way.
You also won't be fighting Rutger Hauer's "Batty," but you get a suitable replacement in the game's "Clovis" - a William Blake-quoting knockoff of the film's leading villain. I don't know why all Replicant leaders are required to be graceful warrior-poets. I guess the other Reps dig that sort of thing. Previews of the game also promised "70 different characters, each with their own AI and agendas," and other Blade Runners that would pick up the clues you missed and either upload them to the mainframe for you to access, or use them to get a jump on your mark. I think by now I shouldn't even have to say that none of this made it to the game. I have since read some reviews that issue nothing but glowing praise for this game, and no reference to the issues I have laid out. I'm not going to get into a finger-pointing contest, but I can understand how this can be confusing for someone looking for concrete information on the game before a purchase. I still own the game, and am basing this analysis on about four or five playthroughs since it came out. The only people who would really know about the randomization are the programmers, but I can assure you that from what I've seen, it's not there. Some characters are randomized in the sense that they either are where they are supposed to be, or they're not. But if they aren't, they're not elsewhere in the gameworld running their own agenda, waiting for you to find them. Often they'll simply catch up with you at a later area, when it's convenient for the plot. The endings truly are defined by your performance as a detective, which is made even more curious by the fact that the clues never change. They will always be in the same places at the same times, and you either nab them or you don't. On two of my playthroughs, I did exactly the same things, to the best of my memory, and achieved precisely the same "Rep-hunter, not-Rep yourself" ending. I also, to my extreme disappointment, was never put in a situation where I didn't kill a Replicant in self-defense, or after having complete proof that they were an android. I like the idea of revisiting areas from the film, I don't even mind meeting the film's characters, but the game seems to use the film as a crutch far too often. As an example, in the second act of the game you will search Leon's apartment and find a scale in the bathroom tub. This leads you to some animal engineers on "Animoid Row," who tell you they sold the animal in question to a dancer at Taffy's. You enter her dressing room and use a fake nasally voice to pretend to be a talent scout. She figures it out and runs. You chase her and shoot her. Harrison Ford went through the identical sequence of events in the film, the only difference being the Replicant he kills. Worse, this isn't the only, or even the most staggering, example, and they're all too similar to be called "homage." What the game doesn't steal from the movie, it takes from "Do Androids Dream of Electronic Sheep," like the animal murder case in the beginning, and the friendly visit from some Reps posing as cops.
The sound is equally well-done, with music inspired by and sometimes recreated from the film, and excellent sound effects all around. Considering how often you'll be hearing rain fall on every surface imaginable, it's saying something that it sounds new each time. The rest of the sounds are perfect and perfectly immersive. Character voices are well acted, from the returning professionals to the side characters. McCoy's voice is perfect for his character's face, and generally likeable throughout his various observations and film-noir monologues. In a nice move, the designers have allowed you to silence the monologues by engaging the "developer's cut" mode (just like the film) while retaining the spoken dialogues and observations.
You'll get to do a lot of neat things in Blade Runner, like analyzing photos and administering the empathy test from the film. You'll get to see a lot of neat things in Blade Runner, from the giant video billboards in Chinatown to the office of Tyrell himself. You'll get to kill a lot of Replicants in Blade Runner, or not kill them, if you so choose. But you won't really get to do much in Blade Runner. One of Harrison Ford's frequent complaints about his role in the film is that he played "a detective who did no detecting." Never could this statement be more true than with your character in this game. Your only purpose at a scene is to click everything the cursor turns green over, until you don't see green anymore. Your only choices will be vaguely moral ones. And you will never once be staring down the barrel of gun and having to decide if the person at the other end is Replicant or not. Blade Runner fans will probably have a terrific time here, forgive the mistakes, and try and hash out all the endings. If nothing else, it's a great ride to explore the world of the film. Otherwise, there's an admirable adventure in there for fans of the genre to take one good run, but afterwards, it's time for retirement. -reviewed 3/12/06 - game copyright 1997 Westwood Studios
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